Freudentrauma
Freudentrauma
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Yeah and certain stealth killers or Insidious Bubbas. But it's still possible to trigger BT against Freddy and when that happens, he can't wait the timer to run out like the others. So Bt is now working against him to some degree....
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@theArashi said:
I can tell you: BUY THE CHAPTER ALWAYS.
I still get splinters in my bloodwebs. There wouldn't be anything wrong with it unless I already have all of the characters unlocked.
You will get hundreds of ultra rare offerings because splinters check if you have the chapter bought and not if you have character unlocked.
New chapter don't get Splinters. So buying with auric cells / shards is fine, except you care about the survivor reskin or want to safe some money, because getting the chapter is cheaper than buying both with cells.
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Even though next gen might be backwards compatible I could see them making a use out of the better hardware perfomance and port it over. On the other hand I doubt that they want people to start over again and might want to try to implement at least cross-process.
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They've made it quite clear last year that they have long term plans for DbD as a gaas title and will try to keep the game alive as long as possible, before moving to another game. We just got stuff like the archives etc. And even if they run out otf chapter ideas, they could refocus on cosmetics, events and archives instead to keep the playerbase alife while making profit.
I'm personally would be fine with DbD2 though, because making a sucessor would allow them to improve the core mechanics , overthink current onces etc. and use their DbD experience to create a game based on a better founding.
But like I wrote. I think that is unlikely for now. I could only see them try to briden the DbD franchise with Spin-Offs or something like that.
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@avilmask said:
She's still good at chases, but so is clown. That's why she's close to him in statistics, I guess.
Nah I think even back her killrate wasn't that high. It's probably because it takes time to master her.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/871942#Comment_871942
I agree. I mentioned this in another post, but honestly I can't blame them for not taking a lot of feedback on board when it comes to the level III and IV challenges. If I were a developer, I probably wouldn't put a lot of weight behind players' opinions on a feature they haven't even tested yet either.
First impression feedback is important as well. You can't always rely on people overcome their undesire to do something just because they are heavily invested in your product in general. Besides that, even if enough people manage to do it, it doesn't mean it's fun, engaging for them or in general healthy for your game. And even though people haven't tested the archives/challenges per se, they are well familiar with the general game etc. and are in a position to judge how doable/time consuming certain tasks are based on their experience.
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@Commander_Riker said:
https://forum.deadbydaylight.com/en/discussion/comment/871348#Comment_871348
BL was not nerfed. It was normalized to be like the rest of the exhaustion perks (except adrenaline), and then buffed.
The change is a nerf. You can call it a normalization/consistency change. But it's still a nerf even though it got an additional effect in return. Mostly because the additonal one is less significant and usefull compared to the endless passive stagger reduction.
We could argue if the Nerf is justified or not. But don't try deny that the change is a nerf. It is. Especially because they even once made the stagger reduction cooldownless once on purpose as a buff.
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@asergioam said:
Am I the only one that thinks that some of this challenges actually promote tunneling and camping?
Not just tunneling and camping. Unhealthy player behaviour in general.
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@brokedownpalace said:
I may be wrong but could one thing affecting the pick rate of Demo be that he comes in the most expensive chapter to date? Not that you need to buy the whole chapter to play him but I've personally never purchased a character individually if they were released with a chapter and I'm sure others are the same.
Not saying that I don't think Demo could use some beneficial tweaks. Though I do think his portals are good.
How often do you meet Steve and Nancy? I see them as much as other DLC survivors. I personally think that people just aren't that much into it's playstyle and/or haven't leveled it yet.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/866093#Comment_866093
There's a chart specifically for the Nurse on PC before and after the change, both for red ranks and all ranks.
But how has her Pickrate changed with the Patch and with which AddOn combo to people play her now? Please forgive me with Nurse beeing more doubtfull. If balanced or not, her changes worsened her game feel and not much time has passed yet since the change for people to adjust.
Besides that. I belong to those people who can't say much about the stats. Most stuff is expected by my own experience. But the still high pickrate of Hillbilly in red ranks surprised me a bit. It's the only thing which doesn't fit into my personal experience when playing or watch streamers. It feels now that Billy has become rare, but if you meet one it's an old-school good one. But maybe that's jsut coincidence or there are regional/time differences.
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Well they still plan to release a map rework for next midchapter, if I remember, right? We don't know which map yet, but I wouldn't be surprised if it's gonna be Haddonfield. It's a licenced one realm map. So it would benefit from doing the Badham variety treatment, as well it's heavily requested by the community.
Of course that pure speculation from my side. But since they've annoounced map reworks Haddonfield will possible one of them.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/864029#Comment_864029
you dont have a 0% chance, there is many tricks you can do. like waiting by the doors when the hatch is closed
powering up to the first E (right before 1 light powers up) to overall reduce the time it would take to open the door, or power up till 1 light on one door then do the power up strat I just said. use a key is also a option. the survivor is NEVER at a 0% chance to escape. you got so many strategies you don't realize or ignore that it is funny. plus sometimes on some maps the exit gates are on the opposite sides of the map, the demo gorgans map, the game, lery, etc
I literally had game where I could watch both gate by just turning around. And the spot from which I watched was exactly where the hatch spawned. That's basicly an Instawin with zero chance.
@Topic:
I disagree, the game isn't biased against killers or even survivors. It's just a not good good-game. Sometimes devs nail it and sometimes they don't. And to be honest that in a genre which basicly nobody has mastered yet (asymmetrical gameplay). But DbD is quite close to some degree. That's something we sometimes forget about it.
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@Cetren said:
I'm sick of people saying its getting gutted. Nothing is being changed for people who don't abuse loops with drops. In fact, for these people, and for stealth players, balanfed will be significantly better due to it muffling the sound of falling, which is usually a dead giveaway of your location. Not only that, but you still get the stagger reduction, which means you don't lose any of the speed boost due to being staggered after a fall. Its still going to be my go to exhaustion perk.
Then have fun choosing a bad exhaustion perk over others. And the Muffling of the sound won't make it great, because the perk will still stay very situational and mapdesign plus a speedbust perk aren't good for a stealthy approach. The dropdown grunt is more important in situation where you want to stay hidden from the killer and would fit better to Calm Spirit or Iron Will.
We've discussed a lot about BL and why it wasn't popular before they removed the reduced stagger cooldown. And people who run it didn't only abuse loops with drops. They used it in general for a bunch of situations with map traversal. It was kinda broken to some degree. But only on very specific loops and broken maps. And even without it those still will be strong and problematic. The reduced stagger was what made the perk actually usefull and nice to play with. Maybe broken to some degree. But this could have been adressed with reintroducing the reduced stagger cooldown and reconsider it's exhaustion perk status.
@FriendlyGuy said:
Exhaustion addons cause exhaustion. They should cause exhaustion because they are exhaustion addons.
Balance is no trade, it's balance.
The main issue with Exhaustion AddOns is that they were created before they've changed Exhaustion to not recover while running and instantly recover when beeing hooked. They definitively need changes. Berus Toxin and Venomous Concoction make barely a difference for a Huntress player. The timer makes barely a difference now.
Besides taking an Exhaustion perk away is quite powerful. And Killer can do this by using AddOns which they can easily get (brown, yellow).
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@SkeletalElite said:
I think they should just make it so you have to complete a heal. Yeah that does mean you could just tap someone who is 99 on healing for it but I don't think that it matters that much.
I think that would be a little bit too easy. I think the best approach is to make it not one complete health state dependend. Something around 50% heal would be justified I think.
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@Mr_K said:
Its an issue with the current release schedule. Four killers a year is too much. At the same time they must feel three killers would be too far apart and cause players to become bored.
IMO, three killers a year is plenty and new maps can fill the gaps in content. The current model doesn't seem to provide time for bug fixes. Fixes only seem to come during mid and chapter patches where new bugs get introduced to replace the old.
I kinda hope the archives is their first attempt to get a new release schedule. Currently their plans seems to use the archives to add more "freshness" to the game by releasing a new Tome each midchapter and the timed levels additional to the chapters. But it might give them the space for less Chapter releases in the future without losing momentum. Maybe...
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@Jesya said:
Someone actually also asked for the ability to lift up downed pallets on the AMA yesterday.
No idea is original.
Yeah, It's something people most likely come up with. I suggested a similar perk two years ago. e.g. And just looking in the past. How often did we saw people requester a Killer, who can vault pallets, locker healing and a bunch of other things which made it in the game some way.
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It's a good beginner perk. Usefull, when you are new to the game. But you will drop it as soon as you get experienced in exchange for better perks.
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@Peanits said:
It's the exact same as it was before, only you can't use the stagger reduction multiple times in a chase. If you were using it multiple times in a chase, I'm willing to bet you were taking advantage of setups that were way too strong (e.g. Haddonfield).
In any case, the killer is meant to be stronger than one survivor in a chase, so they won't be getting a stagger.
It's less than it ever was. Even back, when the stagger reduction had a 40sec cooldown, it wasn't exhaustion depended. And much more usable. That's why I was even running the DH+BL combi even in the time before you removed the cooldown. I had a secondary choice and even if I was using DH in a chase, BL would give me the reduction at least once in a chase.
Problem with this change is, that Balanced Landing alone is a way to situational perk compared to other exhaustions. SB might come with less control, but I'm guaranteed to get it. DH might be smaller, but is much more controlled and always usable as well. BL requires you to get a good map and be in a good position to use it in a chase. Lithe is quite similar, but it's less situational because you can trigger it on palletts. So BL needs it's second passive efect. Otherwise it's just a bottom tier exhaustion perk.
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@MissKitty95 said:
https://forum.deadbydaylight.com/en/discussion/comment/848650#Comment_848650
Exhausted on floor,FunFunFun :)
Not bad, but also not great. My personal problem with Lithe is that it kinda forces you to leave a usable looping spot early. Especially when you loose it on pallets it invites the killer to ignore breaking it for the chase. But that's by my experience. And I'm a mediocore survivor. A strong survivor might use it quite effective.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/843691#Comment_843691
This isn't removing it's anti-tunnel ability, since it's deactivation requirement IS going after someone else, which is the definition of not tunneling.
Maybe not tunneling, but there is quite a good amount of killers with a hardfocus. Using BBQ specifically to check which and where the recently unhooked survivor and going after them. We cvan argue how much that is strategy or not. But in a situation where the same gets downed within 60 sec. Even after an unhook is quite close on the unhook issue.
That's why I would prefer it, that DS should rather be stopped by an "back-in-action" event, triggered by survivor actions like touching a totem, gen, unhooking etc. to solve those typical issue, when survivor take their "immunity" too far and force the grab.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/842935#Comment_842935
Agreed.
I'm getting really tired of this "survivor needs to know when she is phasing" stuff. No you don't need to know when she is phasing. The whole purpose of her power is to be confusing and force mistakes. If you know EXACTLY when she is phasing then you can always apply the optimal counter play. If you aren't sure, you have to take something less optimal but more safe, unless you want to guess and take a risk.
Look people, what you need to do when she stands still is to act like she is BOTH standing still and phasing. This sidesteps this entire issue altogether. You end up making plays that counter BOTH tactics at once (when available obviously, sometimes you have to take more of a risk). Do this and I promise you will never fall for the stand still trick again. You will escape more chases. It's really not rocket science. I honestly can't even remember the last time I fell for the stand still trick.
Another important thing is to realize what she is actually capable of in phase walk. That means knowing the distance and speed that she can move in a single phase and tracking when she uses her power. If you do that you will know where to run to in order to make it the most difficult for her to hit you out of phase walk.
I was going to comment under the 2 hour video but... one of the earlier games on Mother's Dwelling a David uses the super strong window at the main structure to get away. COMPLETELY AWAY. This is a really smart move. He realized that there is absolutely no way she could meet him on the other side of the window in a single phase walk. He knew she was almost definitely following him. You vault this window, she can't do anything about it. Now granted this window is very strong, borderline broken, for all killers, but you can do this with almost any window, just how you do it depends on your and her positioning. This window just works no matter what.And while he could probably go around if he predicted it long before he used it, that's a big risk because it would use her entire power and there is plenty of room for the survivor to sneak away or something.
But when it comes to "tells" just stop. Please please stop. She is not supposed to have one. You aren't supposed to know. As Scott makes very clear, all these "tells" are clearly bugs, and inconsistent ones at that. If you are relying on them for info it's just going to hurt you, both because you will fail more whenever it gets fixed and because you might not see it and make the wrong read since it is inconsistent.
Play like she is doing both at once. I promise it works.
Trying to play against both isn't reliable either. It's hard to tell how fast she exactly moves and for how long. Those values can change via AddOns. And you don't have enough information to figure out what AddOns she might be running. Similar is it with her power recovery. Of course she can't immediatly use her ability again. But the exact time frame is impossible to pin point, considering her AddOn options and that it's not easy to tell how much of the power bar she depleted.
When we talk about missing tells, this includes informations like that as well.
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no date has been officially announced, yet. Don't be dissappointed, if things turn out differently than leaks suggest.
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Honestly, I think it would be a miracle if they would return those to veteran players. It seems like they can't find a good way to find out who lost some etc. So they can't return them.
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@Lost_in_the_Fog said:
https://forum.deadbydaylight.com/en/discussion/comment/836374#Comment_836374
I see them complaining about both. And what does the diversity of the community have to do with people not understanding predatory practices?
I mean diverse in the sense, that people who complained about the rift aren't necessarly the same people who complained about the code giveaway exclusives.
And yes, black market deals for these codes are heavily predatory. But that doesn't mean that the Rift isn't just because it's designed seemingly more open. We've talked about the problematic aspect of it in several threads.
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You know the community is diverse. People complaining about one thing aren't the same about the other. Besides that people are more complaining about the uneffected Event cosmetic than the ones abused by scammers.
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I like him, but didn't have the time so far to level and master him as a killer. Compared to other killers he is harder to get into, I think, because to use him effectivly you need to combine his tracking, map control and chase aspects within his kit perfectly. And that's quite exhausting to do. At least for me so far.
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Well they were time exclusive ones. I'm personally not mad, because nothing is taken from me. But I wouldn't have minded, if they would have put them for Shards only in the shop or something like that.
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@DelsKibara said:
No, they're meant for veterans of the game. It's supposed to stay exclusive regardless.
You can argue a little bit about the Event ones as well. People who actually participated on the first Howling Grounds and the Scorching Summer Event to earned their cosmetics as exclusive. And now we are losing that. People don't even have to buy them from the shop for shards. They turned them to time exclusive instead. I know it was only last year, but it's a Veteran exclusive as well.
Besides that making Legacy earnable by some kind of playtime or anything like that would help a little bot of those veterans who lost it back in the day.
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They added TBC to the date. So it wasn't 100% confirmed yet. But it's probably coming soon. Maybe today or tomorrow.
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Don't see a problem with it. Like many said, the majority of the game cast is North American, or heavily US based. Even characters with different nationalities like Wraith or Nea have an American centric lore, because they ar immigriants and most of their known Lore happens there.
So having two Japanese ones isn't a problem for me.
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After seeing the trailer and it's main focus on Rin's ancestors mask, I'm putting my money more that's gotta be him instead of the father.
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Short answer no. Long answer nothing has been announced. And I doubt it would. The game might have gotten a Battlepass, but this doesn't mean F2P. Just an additional monetization methods besides new DLC releases and the cosmetic shop. But since they've added the shop, they've made it possible to unlock original Characters via shards. I doubt anything will change about this model. DbD is a gaas after all. People are activly working on it for quite some time. And that costs money.
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It technically can also be someone complete different related to Yamaoko. Going by the Lore of the Realm the first of the Yamaoka was a fiercy warrior who spilled blood on both side of the conflict. The known backstory doesn't tell us much, but it's possible that the person who took the Katana was the original owner/carrier of it. Even though he probably would have taken the mask as well.
But well. It'S another theory or possibility.
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@SpaceCoconut said:
It's not her dad.
It's too obvious and the devs are anything but obvious when it comes to new killer teases.
Look past the obvious and you'll see what I see...
Will you share your theory later in some form or will you keep it for yourself??
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To be fair. It doesn't have to be the father. They showed us, that the entity can pull people from all time periods. It's possible, that a previous member of the Yamaoka family might be the new killer.
If you read about the Lore of the map, it tells you about the first of Yamaoka, who carried the Katana and was a fiercy warrior.
Or somebody who moved into the residence afterwards, and might have turned mad or something. That's possible as well. Or we are dealing with somebody who just took the Katana for some reason unrelated to Spirit and the map. A thief maybe...
Technically there are few more possibilites.^^
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First, I'm wondering: Does somebody know if the Katana was always missing, or was the map secretly changed last patch? Haven't found yet any older footage when it was there.
Besides that we know why the father killed his family. He went mad in despair based on his life condiditions we read about in Rin's backstory.
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@rayoxium said:
They have said that they were going to look into spirit, as she’s “over performing.” BHVR is also having a couple of fog whisperers fly out to Canada, possibly to test a rework.
I think that if this is Rin’s father coming into the game, they’d have something more than a GIF of the spirit reveal.
Start teasing with a gif would be a nice nod to the way they handled Spirit, who got first teased on instagram with a short tease, before we got the First Cut trailer.
I'm quite honest. I was in the camp Alchemist before. But wouldn't mind to see Rin's father or somebody else related to the Yamaoka Estate.
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I would prefer it, if they remove the terror radius requirement entirely and just make it simpler by making it like a normal cooldown perk.40 seconds is quite some time to get it back. So people wouldn't be able to overuse it.
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@chase131119 said:
Get better, lol. It's not that hard to hit survivors trying to 360.
To be fair, since they added dedicated servers countering 360s are way harder than it used to be, especially on an ultrafast killer like Legion in frenzy.
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@Jacoby2041 said:
https://forum.deadbydaylight.com/en/discussion/comment/826315#Comment_826315
Then you could still 99 it like Billy's saw by tapping when it's almost full
Bubba doesn't have to become moore like Billy. And the "strength" of his ability is to have a better controllabilty at close encounters. Holding it instead of tapping provides that.
Giving Bubba a soundcue when full charged would be enough to fix the issue many have.
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@Xerge said:
I have an answer, but it's really just a hypothesis.
Dead by Daylight is a product and the important people behind it want profit. I assume most of the playerbase are survivor mains, so keeping the more relevant people happy means more profit. I think this would also explain why the game used to be the way it was.
But again, it's just a hypothesis looking at it from a business perspective. Sad, but probably true.
The game used to be the way it is, because nobody predicted it's sucess. It was designed as a fun asymmetrical party game you play with friends and have fun with first in mind. And they had to set food into a genre which to be honest hasn't been perfected yet.
A lot of these things are just mistake to be honest, which had to be made to get the game where it is now.
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@Clockso said:
there are about 50 days left on it, also you can't really "give up" cuz when you play you'll progress regardless
It's probably more of a form of "I gave up caring about it". I don't like the Rift and don't care about my progress there. Of course I progress, because I play the game. But you still can "give up" about it.
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@PoisonN said:
I don't feel nothing. Every killer will be considered "overperforming" at some point. People are already talking about how Ghostface and Plague are unfun/boring to play against with 0% counterplay (the magic words). Then here we go with survivor mains. Then dumbass streamers desperate for views talking the same thing. Then the killer is destroyed. So yes, enjoy your favorite killer while you can.
People are talking how Ghostface's reveal mechanic is inconsistent(for both sides). And yes, that's frustrating and unfun. With Plague I mostly saw people arguing that survivors have too much control over her power, which kinda leads to the unfun experiences for both sides, because there is one meta-strategy, that lacks in interactivity mostly.
The thing is, when people talk about balance and changes, then there is more than just nerfs and buffs. It's about making the game more enjoyable for both sides. I'm a horrible Nurse player. Never mastered her. But I despise the cooldown change, because I know how much it harms her game feel. And for similar reasons I belong to those who think that Spirit needs adjustments to make facing her more enjoyable and consistent.
Things aren't so simple. There is no conspiracy. People who care about the game, just want it to be enjoyable like we all want it to be.
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The strengths of this build actually come more of the combination of fast downs and PGTW. With beeing able to port to generators Freddy can make use out of it quite fast and go back in the chase immediatly. But personally I think using too many slowdowns on freddy is too much on him. Especially you kinda are already snowballing the game at that point. And if that is the case than the game is in your favor anyway even without the slowdown.
Of course slowdown builds are counterable it's quite boring to face, and it's more likely, that survivors make more mistakes, when you run this build. So I would say quite reliable, even though I wouldn't use it.
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By my experience: The DbD community is quite negative. It's a hatelove. Mostly because negative experiences stick in your head quite more. And because everybody has different needs and vision for the game. So it happens quite often, that players experience changes, which feels like their are screwed over by the Devs, who see the game quite from a distance compared to the highly engaged community and make quite different decisions.
It's delusion in some capacity. But there is clearly a certain amount of mistrust there, which I think is justified. DbD can be a rollercoaster ride, if you are highly engaged with the game. ^^
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@Micheal_Myers said:
https://forum.deadbydaylight.com/en/discussion/comment/815604#Comment_815604
I'm hoping for originality. Which they seem like they are trying to aim for in this update.
(Cinematics are at least trying to explain the story)
Plus
https://forum.deadbydaylight.com/en/discussion/comment/814955#Comment_814955
It also states in the last entry that The Alchemist would kill anyone tear them to pieces, if he were to get another flower.
He Met every killer and every survivor. But eventually his obsession to the flower drove him mad, and well... broke him.
https://forum.deadbydaylight.com/en/discussion/comment/815283#Comment_815283
Ah you right.
https://us.v-cdn.net/6030815/uploads/440/OES3V58SCKPU.png
Thanks for the information! But still, my point stands. Vigo could've escaped. But "The Alchemist" Side (Entity created perhaps?) stayed. Plus Vigo was obviously sane enough to figure a way out. But based on his "Hunger" backstory... his Alchemist side... not so much.
So it depends. It is an alternate dimension. Perhaps where Pennywise came from?
-shrugs- All is speculation of course.
I would count the wiki to be a 100% reliable source. Vigo beeing the Alchemist is an interpretation. But not a fact.
Back in 2018, when we got the Lore entries by an unknown person telling their story experimenting with the serum. In the end they fail and were taken by the entity. That fits well to the Alchemist, who starts trapped at the void. The place, where beeings useless for the entity end up.
The person mentions in their entries, that they found a Journal written by Vigo with a lot of informations about the serum and the entity themself. So the Alchemist is clearly not Vigo. Vigo seems to have experimented with the serum as well, but seems much more advanced or knowledged about the entity's realm in general compared to the Alchemist who is obsessed with the serum and doesn't have much oversight about things besides it. Looking at the entries, the first thing they found, when they came into the realm of the entity wa Vigo's old laboratory. Which also means it isn't Benedict Baker either, because he was taken when investigating the ruins of the McMillain Estate.
So I think the Alchemist is a "new" character and not an established name.
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The only problem with DS currently is that it's not deactivated when the unhooked survivor is back in action. As soon as they are on a gen, totem, chest, unhook or heal somebody else, they should be punish and live when they are downed again.
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I have to agree. Starting with a clean and new, based with the experience Devs made over the years, would be quite interesting. You could adress quite a few issues, that are basicly unfixable with the current game.
But on the other hand, we are in the gaas era, and DbD is one. Starting new just doesn't make sense yet. We might see DbD 2 one day. But we aren't there yet.
What I think is much more likely is, that BHVR might decide to do some spinoff game based on DbD gameworld and Lore. Maybe a PvE-focused-coop multiplayer title or something completely else?
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A vampire inspired and/or a flamethrower using pyromaniac. I just want to see the survivors burn.
